<head>
	<meta charset="UTF-8">

	<title>Musical Christmas Lights</title>

	<link rel="stylesheet" href="./css/normalize.min.css">

	<style>
		* {
			box-sizing: border-box;
		}

		body {
			margin: 0;
			height: 100vh;
			overflow: hidden;
			display: flex;
			align-items: center;
			justify-content: center;
			background: #161616;
			color: #c5a880;
			font-family: sans-serif;
		}

		label {
			display: inline-block;
			background-color: #161616;
			padding: 16px;
			border-radius: 0.3rem;
			cursor: pointer;
			margin-top: 1rem;
			width: 300px;
			border-radius: 10px;
			border: 1px solid #c5a880;
			text-align: center;
		}

		ul {
			list-style-type: none;
			padding: 0;
			margin: 0;
		}

		.btn {
			background-color: #161616;
			border-radius: 10px;
			color: #c5a880;
			border: 1px solid #c5a880;
			padding: 16px;
			width: 300px;
			margin-bottom: 16px;
			line-height: 1.5;
			cursor: pointer;
		}

		.separator {
			font-weight: bold;
			text-align: center;
			width: 300px;
			margin: 16px 0px;
			color: #a07676;
		}

		.title {
			color: #a07676;
			font-weight: bold;
			font-size: 1.25rem;
			margin-bottom: 16px;
		}

		.text-loading {
			font-size: 2rem;
		}
	</style>

	<script>
		window.console = window.console || function(t) {};
	</script>



	<script>
		if (document.location.search.match(/type=embed/gi)) {
			window.parent.postMessage("resize", "*");
		}
	</script>


</head>

<body translate="no">
	<script src="./js/three.min.js"></script>
	<script src="./js/EffectComposer.js"></script>
	<script src="./js/RenderPass.js"></script>
	<script src="./js/ShaderPass.js"></script>
	<script src="./js/CopyShader.js"></script>
	<script src="./js/LuminosityHighPassShader.js">
	</script>
	<script src="./js/UnrealBloomPass.js"></script>

	<div id="overlay">

	</div>

	<script id="rendered-js">
		const {
			PI,
			sin,
			cos
		} = Math;
		const TAU = 2 * PI;

		const map = (value, sMin, sMax, dMin, dMax) => {
			return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);
		};

		const range = (n, m = 0) =>
			Array(n).
		fill(m).
		map((i, j) => i + j);

		const rand = (max, min = 0) => min + Math.random() * (max - min);
		const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));
		const randChoise = arr => arr[randInt(arr.length)];
		const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];

		let scene, camera, renderer, analyser;
		let step = 0;
		const uniforms = {
			time: {
				type: "f",
				value: 0.0
			},
			step: {
				type: "f",
				value: 0.0
			}
		};

		const params = {
			exposure: 1,
			bloomStrength: 0.9,
			bloomThreshold: 0,
			bloomRadius: 0.5
		};

		let composer;

		const fftSize = 2048;
		const totalPoints = 4000;

		const listener = new THREE.AudioListener();

		const audio = new THREE.Audio(listener);
		uploadAudio()

		function init() {
			const overlay = document.getElementById("overlay");
			overlay.remove();

			scene = new THREE.Scene();
			renderer = new THREE.WebGLRenderer({
				antialias: true
			});
			renderer.setPixelRatio(window.devicePixelRatio);
			renderer.setSize(window.innerWidth, window.innerHeight);
			document.body.appendChild(renderer.domElement);

			camera = new THREE.PerspectiveCamera(
				60,
				window.innerWidth / window.innerHeight,
				1,
				1000);

			camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);
			camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);

			const format = renderer.capabilities.isWebGL2 ?
				THREE.RedFormat :
				THREE.LuminanceFormat;

			uniforms.tAudioData = {
				value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format)
			};


			addPlane(scene, uniforms, 3000);
			addSnow(scene, uniforms);

			range(10).map(i => {
				addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);
				addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);
			});

			const renderScene = new THREE.RenderPass(scene, camera);

			const bloomPass = new THREE.UnrealBloomPass(
				new THREE.Vector2(window.innerWidth, window.innerHeight),
				1.5,
				0.4,
				0.85);

			bloomPass.threshold = params.bloomThreshold;
			bloomPass.strength = params.bloomStrength;
			bloomPass.radius = params.bloomRadius;

			composer = new THREE.EffectComposer(renderer);
			composer.addPass(renderScene);
			composer.addPass(bloomPass);

			addListners(camera, renderer, composer);
			animate();
		}

		function animate(time) {
			analyser.getFrequencyData();
			uniforms.tAudioData.value.needsUpdate = true;
			step = (step + 1) % 1000;
			uniforms.time.value = time;
			uniforms.step.value = step;
			composer.render();
			requestAnimationFrame(animate);
		}

		function loadAudio(i) {
			document.getElementById("overlay").innerHTML =
				'<div class="text-loading">等一下哈 马上来啦...</div>';
			const files = [
				"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",
				"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3",
				"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3",
				"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3"
			];

			const file = files[i];

			const loader = new THREE.AudioLoader();
			loader.load(file, function(buffer) {
				audio.setBuffer(buffer);
				audio.play();
				analyser = new THREE.AudioAnalyser(audio, fftSize);
				init();
			});
		}

		function uploadAudio(event) {
			document.getElementById("overlay").innerHTML =
				'<div class="text-loading">等一下哈 马上来啦...</div>';
			loadDefaultAudio()
		}

		function loadDefaultAudio() {
			analyser = new THREE.AudioAnalyser(audio, fftSize);
			init();
		}

		function addTree(scene, uniforms, totalPoints, treePosition) {
			const vertexShader = `
			  attribute float mIndex;
			  varying vec3 vColor;
			  varying float opacity;
			  uniform sampler2D tAudioData;
			  float norm(float value, float min, float max ){
			   return (value - min) / (max - min);
			  }
			  float lerp(float norm, float min, float max){
			   return (max - min) * norm + min;
			  }
			  float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
			   return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
			  }
			  void main() {
			   vColor = color;
			   vec3 p = position;
			   vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
			   float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;
			   float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );
			   float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);
			   opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);
			   gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );
			   gl_Position = projectionMatrix * mvPosition;
			  }
			  `;
			const fragmentShader = `
				  varying vec3 vColor;
				  varying float opacity;
				  uniform sampler2D pointTexture;
				  void main() {
				   gl_FragColor = vec4( vColor, opacity );
				   gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); 
				  }
				  `;
			const shaderMaterial = new THREE.ShaderMaterial({
				uniforms: {
					...uniforms,
					pointTexture: {
						value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
					}
				},
				vertexShader,
				fragmentShader,
				blending: THREE.AdditiveBlending,
				depthTest: false,
				transparent: true,
				vertexColors: true
			});
			const geometry = new THREE.BufferGeometry();
			const positions = [];
			const colors = [];
			const sizes = [];
			const phases = [];
			const mIndexs = [];
			const color = new THREE.Color();
			for (let i = 0; i < totalPoints; i++) {
				const t = Math.random();
				const y = map(t, 0, 1, -8, 10);
				const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);
				const [z, x] = polar(ang, map(t, 0, 1, 5, 0));

				const modifier = map(t, 0, 1, 1, 0);
				positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));
				positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));
				positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));
				color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);
				colors.push(color.r, color.g, color.b);
				phases.push(rand(1000));
				sizes.push(1);
				const mIndex = map(i, 0, totalPoints, 1.0, 0.0);
				mIndexs.push(mIndex);
			}

			geometry.setAttribute(
				"position",
				new THREE.Float32BufferAttribute(positions, 3).setUsage(
					THREE.DynamicDrawUsage));
			geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
			geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
			geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
			geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));
			const tree = new THREE.Points(geometry, shaderMaterial);
			const [px, py, pz] = treePosition;
			tree.position.x = px;
			tree.position.y = py;
			tree.position.z = pz;
			scene.add(tree);
		}
		function addSnow(scene, uniforms) {
			const vertexShader = `
			  attribute float size;
			  attribute float phase;
			  attribute float phaseSecondary;
			  varying vec3 vColor;
			  varying float opacity;
			  uniform float time;
			  uniform float step;
			  float norm(float value, float min, float max ){
			   return (value - min) / (max - min);
			  }
			  float lerp(float norm, float min, float max){
			   return (max - min) * norm + min;
			  }
			  float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
			   return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
			  }
			  void main() {
			   float t = time* 0.0006;
			   vColor = color;
			   vec3 p = position;
			   p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);
			   p.x += sin(t+phase);
			   p.z += sin(t+phaseSecondary);
			   opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);
			   vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
			   gl_PointSize = size * ( 100.0 / -mvPosition.z );
			   gl_Position = projectionMatrix * mvPosition;
			  }
			  `;
			const fragmentShader = `
			  uniform sampler2D pointTexture;
			  varying vec3 vColor;
			  varying float opacity;
			  void main() {
			   gl_FragColor = vec4( vColor, opacity );
			   gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); 
			  }
			  `;
	
			function createSnowSet(sprite) {
				const totalPoints = 300;
				const shaderMaterial = new THREE.ShaderMaterial({
					uniforms: {
						...uniforms,
						pointTexture: {
							value: new THREE.TextureLoader().load(sprite)
						}
					},


					vertexShader,
					fragmentShader,
					blending: THREE.AdditiveBlending,
					depthTest: false,
					transparent: true,
					vertexColors: true
				});


				const geometry = new THREE.BufferGeometry();
				const positions = [];
				const colors = [];
				const sizes = [];
				const phases = [];
				const phaseSecondaries = [];

				const color = new THREE.Color();

				for (let i = 0; i < totalPoints; i++) {
					const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];
					positions.push(x);
					positions.push(y);
					positions.push(z);

					color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));

					colors.push(color.r, color.g, color.b);
					phases.push(rand(1000));
					phaseSecondaries.push(rand(1000));
					sizes.push(rand(4, 2));
				}

				geometry.setAttribute(
					"position",
					new THREE.Float32BufferAttribute(positions, 3));

				geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
				geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
				geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
				geometry.setAttribute(
					"phaseSecondary",
					new THREE.Float32BufferAttribute(phaseSecondaries, 1));


				const mesh = new THREE.Points(geometry, shaderMaterial);

				scene.add(mesh);
			}
			const sprites = [
				"https://assets.codepen.io/3685267/snowflake1.png",
				"https://assets.codepen.io/3685267/snowflake2.png",
				"https://assets.codepen.io/3685267/snowflake3.png",
				"https://assets.codepen.io/3685267/snowflake4.png",
				"https://assets.codepen.io/3685267/snowflake5.png"
			];

			sprites.forEach(sprite => {
				createSnowSet(sprite);
			});
		}

		function addPlane(scene, uniforms, totalPoints) {
			const vertexShader = `
  attribute float size;
  attribute vec3 customColor;
  varying vec3 vColor;
  void main() {
   vColor = customColor;
   vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
   gl_PointSize = size * ( 300.0 / -mvPosition.z );
   gl_Position = projectionMatrix * mvPosition;
  }
  `;
			const fragmentShader = `
  uniform vec3 color;
  uniform sampler2D pointTexture;
  varying vec3 vColor;
  void main() {
   gl_FragColor = vec4( vColor, 1.0 );
   gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
  }
  `;
			const shaderMaterial = new THREE.ShaderMaterial({
				uniforms: {
					...uniforms,
					pointTexture: {
						value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`)
					}
				},


				vertexShader,
				fragmentShader,
				blending: THREE.AdditiveBlending,
				depthTest: false,
				transparent: true,
				vertexColors: true
			});


			const geometry = new THREE.BufferGeometry();
			const positions = [];
			const colors = [];
			const sizes = [];

			const color = new THREE.Color();

			for (let i = 0; i < totalPoints; i++) {
				const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];
				positions.push(x);
				positions.push(y);
				positions.push(z);

				color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));

				colors.push(color.r, color.g, color.b);
				sizes.push(1);
			}

			geometry.setAttribute(
				"position",
				new THREE.Float32BufferAttribute(positions, 3).setUsage(
					THREE.DynamicDrawUsage));


			geometry.setAttribute(
				"customColor",
				new THREE.Float32BufferAttribute(colors, 3));

			geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));

			const plane = new THREE.Points(geometry, shaderMaterial);

			plane.position.y = -8;
			scene.add(plane);
		}

		function addListners(camera, renderer, composer) {
			document.addEventListener("keydown", e => {
				const {
					x,
					y,
					z
				} = camera.position;
				console.log(`camera.position.set(${x},${y},${z})`);
				const {
					x: a,
					y: b,
					z: c
				} = camera.rotation;
				console.log(`camera.rotation.set(${a},${b},${c})`);
			});

			window.addEventListener(
				"resize",
				() => {
					const width = window.innerWidth;
					const height = window.innerHeight;

					camera.aspect = width / height;
					camera.updateProjectionMatrix();

					renderer.setSize(width, height);
					composer.setSize(width, height);
				},
				false);

		}
	</script>

</body>